///////////////////////////////////////////////////////////////////////////
// Copyright 2009 Arabic Game Developer Network, All rights reserved
// www.agd-online.com - info@agdn-online.com
//
// File: sdlsoundmanager.cpp
// Description:
//
///////////////////////////////////////////////////////////////////////////

// This file is part of kvalleyX.
// 
// kvalleyX is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
// 
// kvalleyX is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
// GNU General Public License for more details.
// 
// You should have received a copy of the GNU General Public License
// along with kvalleyX.  If not, see <http://www.gnu.org/licenses/>.

#include "sdlsoundmanager.h"
#include <iostream>

SDLSoundManager::SDLSoundManager()
{
	std::cerr << "Hello SDLSoundManager::SDLSoundManager\n";
}

SDLSoundManager::~SDLSoundManager()
{
}

bool SDLSoundManager::init()
{
	std::cerr << "Hello SDLSoundManager::SDLSoundManager\n";
	if(SDL_InitSubSystem(SDL_INIT_AUDIO) != 0)
	{
		std::cerr << "ERROR: Could not initialize SDL Sound subsystem: " <<
		SDL_GetError() << std::endl;
		return false;
	}
	return true;
}

void SDLSoundManager::play(CoreLib::AudioSoundType eSound)
{
}

void SDLSoundManager::stop(CoreLib::AudioSoundType eSound)
{
}

void SDLSoundManager::update()
{
}

bool SDLSoundManager::load(int slot, const char *fileName)
{
	std::cerr << "Hello SDLSoundManager::load\n";
	std::cerr << "loading image: " << fileName << std::endl;
	///TODO: SDL load audio here
	return true;
}

